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3D 3.7 Texture Compression
3D 3.7 Texture Compression

3D 3.7 Texture Compression

THE EMPIRE COMMAND
THE EMPIRE COMMAND
  • Default (DXT1 /5, BC1 /3 on DX11)
  • Normalmap (DXT5, BC5 on DX11)
  • Masks (no sRGB)
  • Grayscale (R8 RGB8 sRGB)
  • Displacement Map (8 / 16bit)
  • Vector Displacement Map (RGB8)
  • HDR (RGB, no sRGB)
  • User Interface 2D (RGBA)
  • Alpha (no sRGB, BC4 on DX11)
  • Distance Field Font (R8)
  • HDR Compressed (RGB, BC6H, DX11)
  • BC7 (DX11, optional A)

Understanding texture compression is important since all textures are handled differently depending on how they are being used.

image

Default (DXT1 /5, BC1 /3 on DX11)

Compression Format
Alpha Support
Use
DXT1
NO
This compression format should be used for any textures that do not require the use of an alpha channel.
DXT5
YES
This compression format should be used for any textures that require the use of an alpha channel.

Normalmap (DXT5, BC5 on DX11)

Compression Format
Alpha Support
Use
BC5
NO
The Normalmap (DXT5, BC5 on DX11) texture compression format is used to compress normal maps.

Masks (no sRGB)

Compression Format
Alpha Support
Use
DXT1 / DXT5
YES
For any textures that are to be used as masks as this will disable sRGB as texture masks should not be gamma corrected.

Grayscale (R8 RGB8 sRGB)

Compression Format
Alpha Support
Use
G8
NO
used for any textures that are going to be used as black and white masks.

Displacement Map (8 / 16bit)

Compression Format
Alpha Support
Use
G8
YES
Used for any textures that are required for surface displacement.

Vector Displacement Map (RGB8)

Compression Format
Alpha Support
Use
B8G8R8A8
YES
Used for any textures that are used to displace surfaces in the X, Y and Z position.

HDR (RGB, no sRGB)

Compression Format
Alpha Support
Use
FloatRGBA
YES
Used for any textures that are used for image based lighting or skyboxes.

User Interface 2D (RGBA)

Compression Format
Alpha Support
Use
B8G8R8A8
YES
Used for any textures that are to be used for the user interface.

Alpha (no sRGB, BC4 on DX11)

Compression Format
Alpha Support
Use
BC4
YES
Used for any textures that are to be used as alpha masks.

Distance Field Font (R8)

Compression Format
Alpha Support
Use
G8
YES
Used for any textures that are to be used as fonts that use distance fields.

HDR Compressed (RGB, BC6H, DX11)

Compression Format
Alpha Support
Use
FloatRGBA
YES
Used for any HDR textures that need to be compressed.

BC7 (DX11, optional A)

Compression Format
Alpha Support
Use
B8G8R8A8
YES
Used for any textures that need high quality compression.

Source

Texture Compression Settings

Taking a look what the different Texture Compression setting.

docs.unrealengine.com

Texture Compression Settings

Flowmaps for example

For flow maps, it depends on the type of flow map... But either vector displacement or normal map compression is best. In this case probably the normal map (BC5) compression. Simply put, it will compress more data in Red and Green allowing smoother gradients.

in the example of this since Long is just using R and G, normal map compression will be best.

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